diff options
Diffstat (limited to 'drivers/gles2/rasterizer_canvas_gles2.cpp')
| -rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 1147 | 
1 files changed, 1147 insertions, 0 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp new file mode 100644 index 0000000000..cc8e3277b9 --- /dev/null +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -0,0 +1,1147 @@ +/*************************************************************************/ +/*  rasterizer_canvas_gles2.cpp                                          */ +/*************************************************************************/ +/*                       This file is part of:                           */ +/*                           GODOT ENGINE                                */ +/*                      https://godotengine.org                          */ +/*************************************************************************/ +/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */ +/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */ +/*                                                                       */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the       */ +/* "Software"), to deal in the Software without restriction, including   */ +/* without limitation the rights to use, copy, modify, merge, publish,   */ +/* distribute, sublicense, and/or sell copies of the Software, and to    */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions:                                             */ +/*                                                                       */ +/* The above copyright notice and this permission notice shall be        */ +/* included in all copies or substantial portions of the Software.       */ +/*                                                                       */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ +/*************************************************************************/ +#include "rasterizer_canvas_gles2.h" +#include "os/os.h" +#include "project_settings.h" +#include "rasterizer_scene_gles2.h" +#include "servers/visual/visual_server_raster.h" +#ifndef GLES_OVER_GL +#define glClearDepth glClearDepthf +#endif + +RID RasterizerCanvasGLES2::light_internal_create() { + +	return RID(); +} + +void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) { +} + +void RasterizerCanvasGLES2::light_internal_free(RID p_rid) { +} + +void RasterizerCanvasGLES2::_set_uniforms() { + +	state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix); +	state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); +	state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix); + +	state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate); +} + +void RasterizerCanvasGLES2::canvas_begin() { + +	if (storage->frame.clear_request) { +		glClearColor(storage->frame.clear_request_color.r, +				storage->frame.clear_request_color.g, +				storage->frame.clear_request_color.b, +				storage->frame.clear_request_color.a); +		glClear(GL_COLOR_BUFFER_BIT); +		storage->frame.clear_request = false; +	} + +	if (storage->frame.current_rt) { +		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); +		glColorMask(1, 1, 1, 1); +	} + +	reset_canvas(); + +	glActiveTexture(GL_TEXTURE0); +	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + +	glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); +	glDisableVertexAttribArray(VS::ARRAY_COLOR); + +	// set up default uniforms + +	Transform canvas_transform; + +	if (storage->frame.current_rt) { + +		float csy = 1.0; +		if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { +			csy = -1.0; +		} +		canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f); +		canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f)); +	} else { +		Vector2 ssize = OS::get_singleton()->get_window_size(); +		canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); +		canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f)); +	} + +	state.uniforms.projection_matrix = canvas_transform; + +	state.uniforms.final_modulate = Color(1, 1, 1, 1); + +	state.uniforms.modelview_matrix = Transform2D(); +	state.uniforms.extra_matrix = Transform2D(); + +	_set_uniforms(); +	_bind_quad_buffer(); +} + +void RasterizerCanvasGLES2::canvas_end() { + +	glBindBuffer(GL_ARRAY_BUFFER, 0); + +	for (int i = 0; i < VS::ARRAY_MAX; i++) { +		glDisableVertexAttribArray(i); +	} + +	state.using_texture_rect = false; +	state.using_ninepatch = false; +} + +RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { + +	RasterizerStorageGLES2::Texture *tex_return = NULL; + +	if (p_texture.is_valid()) { + +		RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture); + +		if (!texture) { +			state.current_tex = RID(); +			state.current_tex_ptr = NULL; + +			glActiveTexture(GL_TEXTURE0); +			glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + +		} else { + +			texture = texture->get_ptr(); + +			if (texture->render_target) { +				texture->render_target->used_in_frame = true; +			} + +			glActiveTexture(GL_TEXTURE0); +			glBindTexture(GL_TEXTURE_2D, texture->tex_id); + +			state.current_tex = p_texture; +			state.current_tex_ptr = texture; + +			tex_return = texture; +		} +	} else { +		state.current_tex = RID(); +		state.current_tex_ptr = NULL; + +		glActiveTexture(GL_TEXTURE0); +		glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); +	} + +	return tex_return; +} + +void RasterizerCanvasGLES2::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) { +} + +void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + +	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + +	uint32_t buffer_ofs = 0; + +	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); +	glEnableVertexAttribArray(VS::ARRAY_VERTEX); +	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); +	buffer_ofs += sizeof(Vector2) * p_vertex_count; + +	if (p_singlecolor) { +		glDisableVertexAttribArray(VS::ARRAY_COLOR); +		Color m = *p_colors; +		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); +	} else if (!p_colors) { +		glDisableVertexAttribArray(VS::ARRAY_COLOR); +		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); +	} else { +		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); +		glEnableVertexAttribArray(VS::ARRAY_COLOR); +		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs); +		buffer_ofs += sizeof(Color) * p_vertex_count; +	} + +	if (p_uvs) { +		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); +		glEnableVertexAttribArray(VS::ARRAY_TEX_UV); +		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); +		buffer_ofs += sizeof(Vector2) * p_vertex_count; +	} else { +		glDisableVertexAttribArray(VS::ARRAY_TEX_UV); +	} + +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +	glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + +	glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); + +	glBindBuffer(GL_ARRAY_BUFFER, 0); +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + +	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + +	uint32_t buffer_ofs = 0; + +	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); +	glEnableVertexAttribArray(VS::ARRAY_VERTEX); +	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0); +	buffer_ofs += sizeof(Vector2) * p_vertex_count; + +	if (p_singlecolor) { +		glDisableVertexAttribArray(VS::ARRAY_COLOR); +		Color m = *p_colors; +		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); +	} else if (!p_colors) { +		glDisableVertexAttribArray(VS::ARRAY_COLOR); +		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); +	} else { +		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); +		glEnableVertexAttribArray(VS::ARRAY_COLOR); +		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs); +		buffer_ofs += sizeof(Color) * p_vertex_count; +	} + +	if (p_uvs) { +		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); +		glEnableVertexAttribArray(VS::ARRAY_TEX_UV); +		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); +	} else { +		glDisableVertexAttribArray(VS::ARRAY_TEX_UV); +	} + +	glDrawArrays(p_primitive, 0, p_vertex_count); + +	glBindBuffer(GL_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { + +	static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; + +	int color_offset = 0; +	int uv_offset = 0; +	int stride = 2; + +	if (p_colors) { +		color_offset = stride; +		stride += 4; +	} + +	if (p_uvs) { +		uv_offset = stride; +		stride += 2; +	} + +	float buffer_data[(2 + 2 + 4) * 4]; + +	for (int i = 0; i < p_points; i++) { +		buffer_data[stride * i + 0] = p_vertices[i].x; +		buffer_data[stride * i + 1] = p_vertices[i].y; +	} + +	if (p_colors) { +		for (int i = 0; i < p_points; i++) { +			buffer_data[stride * i + color_offset + 0] = p_colors[i].r; +			buffer_data[stride * i + color_offset + 1] = p_colors[i].g; +			buffer_data[stride * i + color_offset + 2] = p_colors[i].b; +			buffer_data[stride * i + color_offset + 3] = p_colors[i].a; +		} +	} + +	if (p_uvs) { +		for (int i = 0; i < p_points; i++) { +			buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x; +			buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y; +		} +	} + +	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +	glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data); + +	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); + +	if (p_colors) { +		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float)); +		glEnableVertexAttribArray(VS::ARRAY_COLOR); +	} + +	if (p_uvs) { +		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float)); +		glEnableVertexAttribArray(VS::ARRAY_TEX_UV); +	} + +	glDrawArrays(prim[p_points], 0, p_points); + +	glBindBuffer(GL_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) { + +	int command_count = p_item->commands.size(); +	Item::Command **commands = p_item->commands.ptrw(); + +	for (int i = 0; i < command_count; i++) { + +		Item::Command *command = commands[i]; + +		switch (command->type) { + +			case Item::Command::TYPE_LINE: { + +				Item::CommandLine *line = static_cast<Item::CommandLine *>(command); + +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); +				state.canvas_shader.bind(); + +				_set_uniforms(); + +				_bind_canvas_texture(RID(), RID()); + +				glDisableVertexAttribArray(VS::ARRAY_COLOR); +				glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components); + +				state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); + +				if (line->width <= 1) { +					Vector2 verts[2] = { +						Vector2(line->from.x, line->from.y), +						Vector2(line->to.x, line->to.y) +					}; + +					_draw_gui_primitive(2, verts, NULL, NULL); +				} else { +					Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5; + +					Vector2 verts[4] = { +						line->from - t, +						line->from + t, +						line->to + t, +						line->to - t +					}; + +					_draw_gui_primitive(4, verts, NULL, NULL); +				} + +			} break; + +			case Item::Command::TYPE_RECT: { + +				Item::CommandRect *r = static_cast<Item::CommandRect *>(command); + +				glDisableVertexAttribArray(VS::ARRAY_COLOR); +				glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); + +				_bind_quad_buffer(); + +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); +				if (state.canvas_shader.bind()) +					_set_uniforms(); + +				RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); + +				if (!tex) { +					Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + +					if (dst_rect.size.width < 0) { +						dst_rect.position.x += dst_rect.size.width; +						dst_rect.size.width *= -1; +					} +					if (dst_rect.size.height < 0) { +						dst_rect.position.y += dst_rect.size.height; +						dst_rect.size.height *= -1; +					} + +					state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); +					state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1)); + +					glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +				} else { + +					bool untile = false; + +					if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) { +						glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); +						glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); +						untile = true; +					} + +					Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); +					Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + +					Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + +					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + +					if (dst_rect.size.width < 0) { +						dst_rect.position.x += dst_rect.size.width; +						dst_rect.size.width *= -1; +					} +					if (dst_rect.size.height < 0) { +						dst_rect.position.y += dst_rect.size.height; +						dst_rect.size.height *= -1; +					} + +					if (r->flags & CANVAS_RECT_FLIP_H) { +						src_rect.size.x *= -1; +					} + +					if (r->flags & CANVAS_RECT_FLIP_V) { +						src_rect.size.y *= -1; +					} + +					if (r->flags & CANVAS_RECT_TRANSPOSE) { +						dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform +					} + +					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + +					state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); +					state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y)); + +					glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + +					if (untile) { +						glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); +						glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +					} +				} + +				glBindBuffer(GL_ARRAY_BUFFER, 0); +				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + +			} break; + +			case Item::Command::TYPE_NINEPATCH: { + +				Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command); + +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); +				if (state.canvas_shader.bind()) +					_set_uniforms(); + +				glDisableVertexAttribArray(VS::ARRAY_COLOR); +				glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components); + +				RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map); + +				if (!tex) { +					print_line("TODO: ninepatch without texture"); +					continue; +				} + +				Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); + +				// state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); +				state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + +				// prepare vertex buffer + +				float buffer[16 * 2 + 16 * 2]; + +				{ + +					// first row + +					buffer[(0 * 4 * 4) + 0] = np->rect.position.x; +					buffer[(0 * 4 * 4) + 1] = np->rect.position.y; + +					buffer[(0 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x; +					buffer[(0 * 4 * 4) + 3] = np->source.position.y * texpixel_size.y; + +					buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; +					buffer[(0 * 4 * 4) + 5] = np->rect.position.y; + +					buffer[(0 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; +					buffer[(0 * 4 * 4) + 7] = np->source.position.y * texpixel_size.y; + +					buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; +					buffer[(0 * 4 * 4) + 9] = np->rect.position.y; + +					buffer[(0 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; +					buffer[(0 * 4 * 4) + 11] = np->source.position.y * texpixel_size.y; + +					buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; +					buffer[(0 * 4 * 4) + 13] = np->rect.position.y; + +					buffer[(0 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x; +					buffer[(0 * 4 * 4) + 15] = np->source.position.y * texpixel_size.y; + +					// second row + +					buffer[(1 * 4 * 4) + 0] = np->rect.position.x; +					buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP]; + +					buffer[(1 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x; +					buffer[(1 * 4 * 4) + 3] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + +					buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; +					buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP]; + +					buffer[(1 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; +					buffer[(1 * 4 * 4) + 7] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + +					buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; +					buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP]; + +					buffer[(1 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; +					buffer[(1 * 4 * 4) + 11] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + +					buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; +					buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP]; + +					buffer[(1 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x; +					buffer[(1 * 4 * 4) + 15] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + +					// thrid row + +					buffer[(2 * 4 * 4) + 0] = np->rect.position.x; +					buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + +					buffer[(2 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x; +					buffer[(2 * 4 * 4) + 3] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + +					buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; +					buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + +					buffer[(2 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; +					buffer[(2 * 4 * 4) + 7] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + +					buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; +					buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + +					buffer[(2 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; +					buffer[(2 * 4 * 4) + 11] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + +					buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; +					buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + +					buffer[(2 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x; +					buffer[(2 * 4 * 4) + 15] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + +					// fourth row + +					buffer[(3 * 4 * 4) + 0] = np->rect.position.x; +					buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y; + +					buffer[(3 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x; +					buffer[(3 * 4 * 4) + 3] = (np->source.position.y + np->source.size.y) * texpixel_size.y; + +					buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; +					buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y; + +					buffer[(3 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; +					buffer[(3 * 4 * 4) + 7] = (np->source.position.y + np->source.size.y) * texpixel_size.y; + +					buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; +					buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y; + +					buffer[(3 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; +					buffer[(3 * 4 * 4) + 11] = (np->source.position.y + np->source.size.y) * texpixel_size.y; + +					buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; +					buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y; + +					buffer[(3 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x; +					buffer[(3 * 4 * 4) + 15] = (np->source.position.y + np->source.size.y) * texpixel_size.y; + +					// print_line(String::num((np->source.position.y + np->source.size.y) * texpixel_size.y)); +				} + +				glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); +				glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer); + +				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); + +				glEnableVertexAttribArray(VS::ARRAY_VERTEX); +				glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + +				glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL); +				glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2)); + +				glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL); + +				glBindBuffer(GL_ARRAY_BUFFER, 0); +				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + +			} break; + +			case Item::Command::TYPE_CIRCLE: { + +				Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command); + +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + +				if (state.canvas_shader.bind()) +					_set_uniforms(); + +				static const int num_points = 32; + +				Vector2 points[num_points + 1]; +				points[num_points] = circle->pos; + +				int indices[num_points * 3]; + +				for (int i = 0; i < num_points; i++) { +					points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius; +					indices[i * 3 + 0] = i; +					indices[i * 3 + 1] = (i + 1) % num_points; +					indices[i * 3 + 2] = num_points; +				} + +				_bind_canvas_texture(RID(), RID()); + +				_draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true); +			} break; + +			case Item::Command::TYPE_POLYGON: { + +				Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command); + +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); + +				if (state.canvas_shader.bind()) +					_set_uniforms(); + +				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); + +				if (texture) { +					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); +					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); +				} + +				_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); +			} break; + +			case Item::Command::TYPE_POLYLINE: { +				Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command); + +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + +				if (state.canvas_shader.bind()) +					_set_uniforms(); + +				if (pline->triangles.size()) { +					_draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1); +				} else { +					if (pline->multiline) { +						int todo = pline->lines.size() / 2; +						int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4); +						int offset = 0; + +						while (todo) { +							int to_draw = MIN(max_per_call, todo); +							_draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1); +							todo -= to_draw; +							offset += to_draw * 2; +						} +					} else { +						_draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1); +					} +				} +			} break; + +			case Item::Command::TYPE_PRIMITIVE: { + +				Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command); +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); +				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); + +				if (state.canvas_shader.bind()) +					_set_uniforms(); + +				ERR_CONTINUE(primitive->points.size() < 1); + +				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map); + +				if (texture) { +					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); +					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); +				} + +				if (primitive->colors.size() == 1 && primitive->points.size() > 1) { +					Color c = primitive->colors[0]; +					glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a); +				} else if (primitive->colors.empty()) { +					glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); +				} + +				_draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr()); +			} break; + +			case Item::Command::TYPE_TRANSFORM: { +				Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command); +				state.uniforms.extra_matrix = transform->xform; +				state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix); +			} break; + +			case Item::Command::TYPE_PARTICLES: { + +			} break; + +			case Item::Command::TYPE_CLIP_IGNORE: { + +				Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command); +				if (current_clip) { +					if (ci->ignore != reclip) { +						if (ci->ignore) { +							glDisable(GL_SCISSOR_TEST); +							reclip = true; +						} else { +							glEnable(GL_SCISSOR_TEST); + +							int x = current_clip->final_clip_rect.position.x; +							int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); +							int w = current_clip->final_clip_rect.size.x; +							int h = current_clip->final_clip_rect.size.y; + +							glScissor(x, y, w, h); + +							reclip = false; +						} +					} +				} + +			} break; + +			default: { +				print_line("other"); +			} break; +		} +	} +} + +void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { + +	// This isn't really working yet, so disabling for now. + +	/* +	glDisable(GL_BLEND); + +	state.canvas_texscreen_used = true; + +	Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height); +	Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y); + +	if (p_rect != Rect2()) { +		// only use section + +		storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true); +	} + + +	storage->shaders.copy.bind(); +	storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section); + +	_bind_quad_buffer(); + +	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo); +	glActiveTexture(GL_TEXTURE0); +	glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + +	glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +	glDisableVertexAttribArray(VS::ARRAY_VERTEX); +	glBindBuffer(GL_ARRAY_BUFFER, 0); + +	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + +	state.canvas_shader.bind(); +	_bind_canvas_texture(state.current_tex, state.current_normal); + +	glEnable(GL_BLEND); +	*/ +} + +void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) { + +	Item *current_clip = NULL; + +	RasterizerStorageGLES2::Shader *shader_cache = NULL; + +	bool rebind_shader = true; + +	Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height); + +	state.current_tex = RID(); +	state.current_tex_ptr = NULL; +	state.current_normal = RID(); + +	glActiveTexture(GL_TEXTURE0); +	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + +	int last_blend_mode = -1; + +	RID canvas_last_material = RID(); + +	while (p_item_list) { + +		Item *ci = p_item_list; + +		if (current_clip != ci->final_clip_owner) { + +			current_clip = ci->final_clip_owner; + +			if (current_clip) { +				glEnable(GL_SCISSOR_TEST); +				glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); +			} else { +				glDisable(GL_SCISSOR_TEST); +			} +		} + +		// TODO: copy back buffer + +		if (ci->copy_back_buffer) { +			if (ci->copy_back_buffer->full) { +				_copy_texscreen(Rect2()); +			} else { +				_copy_texscreen(ci->copy_back_buffer->rect); +			} +		} + +		Item *material_owner = ci->material_owner ? ci->material_owner : ci; + +		RID material = material_owner->material; + +		if (material != canvas_last_material || rebind_shader) { + +			RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material); +			RasterizerStorageGLES2::Shader *shader_ptr = NULL; + +			if (material_ptr) { +				shader_ptr = material_ptr->shader; + +				if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) { +					shader_ptr = NULL; // not a canvas item shader, don't use. +				} +			} + +			if (shader_ptr) { +				if (shader_ptr->canvas_item.uses_screen_texture) { +					_copy_texscreen(Rect2()); +				} + +				if (shader_ptr != shader_cache) { + +					if (shader_ptr->canvas_item.uses_time) { +						VisualServerRaster::redraw_request(); +					} + +					state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); +					state.canvas_shader.bind(); +				} + +				int tc = material_ptr->textures.size(); +				RID *textures = material_ptr->textures.ptrw(); + +				ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw(); + +				for (int i = 0; i < tc; i++) { + +					glActiveTexture(GL_TEXTURE2 + i); + +					RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i]); + +					if (!t) { + +						switch (texture_hints[i]) { +							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: +							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { +								glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); +							} break; +							case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { +								glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex); +							} break; +							case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { +								glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); +							} break; +							default: { +								glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); +							} break; +						} + +						continue; +					} + +					t = t->get_ptr(); + +					glBindTexture(t->target, t->tex_id); +				} +			} else { +				state.canvas_shader.set_custom_shader(0); +				state.canvas_shader.bind(); +			} + +			shader_cache = shader_ptr; + +			canvas_last_material = material; + +			rebind_shader = false; +		} + +		int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX; +		bool unshaded = true || (shader_cache && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX); +		bool reclip = false; + +		if (last_blend_mode != blend_mode) { + +			switch (blend_mode) { + +				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: { +					glBlendEquation(GL_FUNC_ADD); +					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { +						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); +					} else { +						glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +					} + +				} break; +				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: { + +					glBlendEquation(GL_FUNC_ADD); +					glBlendFunc(GL_SRC_ALPHA, GL_ONE); + +				} break; +				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: { + +					glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); +					glBlendFunc(GL_SRC_ALPHA, GL_ONE); +				} break; +				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: { +					glBlendEquation(GL_FUNC_ADD); +					glBlendFunc(GL_DST_COLOR, GL_ZERO); +				} break; +				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: { +					glBlendEquation(GL_FUNC_ADD); +					glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); +				} break; +			} +		} + +		state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a); + +		state.uniforms.modelview_matrix = ci->final_transform; +		state.uniforms.extra_matrix = Transform2D(); + +		_set_uniforms(); + +		_canvas_item_render_commands(p_item_list, NULL, reclip); + +		rebind_shader = true; // hacked in for now. + +		if (reclip) { +			glEnable(GL_SCISSOR_TEST); +			glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); +		} + +		p_item_list = p_item_list->next; +	} + +	if (current_clip) { +		glDisable(GL_SCISSOR_TEST); +	} +} + +void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) { +} + +void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) { +} + +void RasterizerCanvasGLES2::reset_canvas() { + +	glDisable(GL_CULL_FACE); +	glDisable(GL_DEPTH_TEST); +	glDisable(GL_SCISSOR_TEST); +	glDisable(GL_DITHER); +	glEnable(GL_BLEND); + +	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { +		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); +	} else { +		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +	} + +	// bind the back buffer to a texture so shaders can use it. +	// It should probably use texture unit -3 (as GLES3 does as well) but currently that's buggy. +	// keeping this for now as there's nothing else that uses texture unit 2 +	// TODO ^ +	if (storage->frame.current_rt) { +		glActiveTexture(GL_TEXTURE0 + 2); +		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color); +	} + +	glBindBuffer(GL_ARRAY_BUFFER, 0); +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_bind_quad_buffer() { +	glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); +	glEnableVertexAttribArray(VS::ARRAY_VERTEX); +	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL); +} +void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { + +	state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y)); +	state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y)); + +	glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +} + +void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) { +} + +void RasterizerCanvasGLES2::initialize() { + +	// quad buffer +	{ +		glGenBuffers(1, &data.canvas_quad_vertices); +		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); + +		const float qv[8] = { +			0, 0, +			0, 1, +			1, 1, +			1, 0 +		}; + +		glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW); + +		glBindBuffer(GL_ARRAY_BUFFER, 0); +	} + +	// polygon buffer +	{ +		uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128); +		poly_size *= 1024; +		poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); +		glGenBuffers(1, &data.polygon_buffer); +		glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +		glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); + +		data.polygon_buffer_size = poly_size; + +		glBindBuffer(GL_ARRAY_BUFFER, 0); + +		uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128); +		index_size *= 1024; // kb +		glGenBuffers(1, &data.polygon_index_buffer); +		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +		glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); +		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +	} + +	// ninepatch buffers +	{ +		// array buffer +		glGenBuffers(1, &data.ninepatch_vertices); +		glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); + +		glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW); + +		glBindBuffer(GL_ARRAY_BUFFER, 0); + +		// element buffer +		glGenBuffers(1, &data.ninepatch_elements); +		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); + +#define _EIDX(y, x) (y * 4 + x) +		uint8_t elems[3 * 2 * 9] = { + +			// first row + +			_EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1), +			_EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0), + +			_EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2), +			_EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1), + +			_EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3), +			_EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2), + +			// second row + +			_EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1), +			_EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0), + +			// the center one would be here, but we'll put it at the end +			// so it's easier to disable the center and be able to use +			// one draw call for both + +			_EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3), +			_EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2), + +			// third row + +			_EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1), +			_EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0), + +			_EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2), +			_EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1), + +			_EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3), +			_EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2), + +			// center field + +			_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2), +			_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1) +		}; +		; +#undef _EIDX + +		glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW); + +		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +	} + +	state.canvas_shader.init(); + +	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + +	state.canvas_shader.bind(); +} + +void RasterizerCanvasGLES2::finalize() { +} + +RasterizerCanvasGLES2::RasterizerCanvasGLES2() { +}  |